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DavyJonesFootlocker
07-17-10, 11:50 PM
It seems that the Generic Mod Enabler is always giving me mod conflict messages. I have tried to install several mods and all conflict with each other. Now I can only use one mod?:damn:

SteelViking
07-18-10, 12:46 AM
It really depends on the mods that you are trying to use. What order you install them in is also important. Just because JSGME gives you a conflict warning does not necessarily mean that you cannot run those mods together. Sometimes both mods change the same file, but both mods will still work even with that file being changed by the other mod. And, sometimes the creators of the mods know that it will conflict with another mod, so they go ahead and ensure that the two will work together.

If you would post a list of the mods you would like to use, I or someone else could probably tell you the best order to install them in, and which ones are not actually compatible with each other.

DavyJonesFootlocker
07-18-10, 08:55 AM
Wamphyri's Plane Mod
Free Cam Tweak
MightyFine Crew Mod
More Crew Commands_Dialog
No Damn Bubbles, No Damn Halo Mod
SteelViking's Interior Mod
Chart Colour Mod
Morale Mod
Environment 3.0 Mod
OldStyleExplosion Mod
Accurate German Flags
ElectricTorpWakeRemoval
ImprovedWaves_Improvedroll&pitch

Sailor Steve
07-18-10, 09:50 AM
SteelViking has words of power and truth. You will get a conflict warning any time a new mod rewrites a file already rewritten by a previous mod. It can be game-breaking or it can be as trivial as "XXX has already installed a file called 'readme'".

In SH3 I use Rik007's Recognition Manual, and I always install it last for what I think are obvious reasons. With JSGME I get a warning that some other big mod has already changed the .sil files for dozens of ships. Of course I tell it to go ahead, because those are the files I want it to change. :sunny:

There are three options.

1) Ask somebody here about the two (or more) mods in question. Of course that means you have to wait for an answer before you can play.

2) Learn to recognize files and know what they change. Of course this only works if you install, and re-install, and re-re-install a lot.

3) Memorize or write down what files JSGME says will be changed, and look for that specific change while you play. Of course that requires that you enjoy testing as much or more than you enjoy playing.

There are no easy answers, but there are answers. The downside is that JSGME sometimes puts you in that position. The upside is that JSGME tells you what's going on and lets you begin to understand what you can do about it.

I originally refused to use JSGME since I didn't understand it and it scared me. After reloading the game more times than I can remember I came to understand and love it. Now I've reached a point where I'm actually using other programs to go in and change parts of the actual mods. JSGME's 'warning' is for me just a reminder that I need to do something about some mod or other.

It grows on you. :rock:

SteelViking
07-18-10, 11:02 AM
Here is how I would install these to get the maximum benefit from them:

Wamphyri's Plane Mod-10th
Free Cam Tweak-11th
MightyFine Crew Mod-4th
More Crew Commands_Dialog-5th
No Damn Bubbles, No Damn Halo Mod-Don't need this if you use my interior mod.
SteelViking's Interior Mod-7th
Chart Colour Mod-8th
Morale Mod-6th
Environment 3.0 Mod-Install this first
OldStyleExplosion Mod-2nd
Accurate German Flags-9th
ElectricTorpWakeRemoval-Don't need this, it was actually fixed by patch 1.2
ImprovedWaves_Improvedroll&pitch-3rd

The only mod here that may not have all the effects it should will be the MightyFine Crew Mod because you have several mods there that affect the crew. No worries though, as the lost effects won't be game breaking.

DavyJonesFootlocker
07-18-10, 12:08 PM
OK loaded them up but the Environmental mod, Old style explosion, Improved waves, improved pitch and roll, Mighty fine crew were greyed out. Mean anything?

reaper7
07-18-10, 12:18 PM
OK loaded them up but the Environmental mod, Old style explosion, Improved waves, improved pitch and roll, Mighty fine crew were greyed out. Mean anything?

Its greyed out to show that there conflicts between the mods that you installed, these were the warnings JGSME threw up when activating one on top of another that changed the same files.
Nothing to worry about, just a visual reminder which ones are conflicting. :up:

DavyJonesFootlocker
07-18-10, 12:45 PM
OK.:)

Sailor Steve
07-18-10, 01:18 PM
Also if you ever remove them for some reason, don't be alarmed when it won't let you. Trying to remove a greyed-out one wil bring up a message that it has been overwritten by another mod. You will just have to remove that mod before it will let you remove the greyed-out one. That's its way of protecting you.

DavyJonesFootlocker
07-18-10, 05:23 PM
Sigh! I'm not seeing the historical flags in-game and the environmental mod isn't showing up either. Those greyed out ones aren't showing up in the game.:wah::wah:

THE_MASK
07-18-10, 05:27 PM
Enable the folder directly before data folder . Some mods have double folder names . Why wouldnt you use TheDarkWraiths AI mod , it rescripts the planes and ships .

raymond6751
07-18-10, 05:30 PM
The mod enabler gave the warning about file conflicts and then grayed out the mods that are overwritten. The whole mod isn't overwritten, just the files from the warning message.

If things are overwritten, you will see the latest change. The grayed out mod will return when you uninstall the later mods.

It's like overwriting a document in a word-processor with another document of the same name. You get a warning. The good news is our mod enabler keeps a copy of the old file for you. It isn't lost.

SteelViking
07-18-10, 05:47 PM
As sober pointed out, you must make sure that you are enabling the correct folder. When you open the folder for the mod itself, the first sub folder should be data. In other words, make sure that the data folder is not buried under any more than one folder.

reaper7
07-18-10, 05:52 PM
Also make sure when placing Mods in the JGSME Mod folder you get the layer order correct, or they won't get installed to the correct folder - hence no effect in game.
EG. It should lokk like this:

c:/(SH5 Install Dir)/Mods/(Mod Name)/Data/.....

so for example my UI mod would be installed like this on my PC:

c:/Ubisoft/SH5/Mods/R7 Core Files/Data - Correct

c:/Ubisoft/SH5/Mods/R7 Core Files/R7 Core Files/Data - Incorrect
The above can happen quite easy if not extracted to the directory correctly.

DavyJonesFootlocker
07-18-10, 09:14 PM
This is a copy of my list.

Generic Mod Enabler - v2.5.0.150
[C:\Users\Richard\Downloads\MODS]

Environment 3.0 MOD
Old Style Explosions V1.1
ImprovedWaves_Improved Pitch&Roll
MightyFine Crew Mod 1.2.1 Alt faces
More_crew_commands_dialog_v1.04
MoraleMod
SteelViking's Interior Mod V1.0
Chart Colour Scheme 1
Accurate German Flags
Wamphyri's Plane Mod
Free Cam Tweak 1.1 - Narrow
Lite Campaign LC 1.2

The yellow ones were greyed out. Now I can't hear voices when a torpedo impacts or when diving.

THE_MASK
07-19-10, 12:46 AM
This is a copy of my list.

Generic Mod Enabler - v2.5.0.150
[C:\Users\Richard\Downloads\MODS]

Environment 3.0 MOD
Old Style Explosions V1.1
ImprovedWaves_Improved Pitch&Roll
MightyFine Crew Mod 1.2.1 Alt faces
More_crew_commands_dialog_v1.04
MoraleMod
SteelViking's Interior Mod V1.0
Chart Colour Scheme 1
Accurate German Flags
Wamphyri's Plane Mod
Free Cam Tweak 1.1 - Narrow
Lite Campaign LC 1.2

The yellow ones were greyed out. Now I can't hear voices when a torpedo impacts or when diving.I think you have to use the More Crew commands (Mighty fine crew mod compatible version) with Mighty fine crew mod . Its in the same mod in a diffrent folder .

quad5
07-19-10, 02:11 AM
Environment 3.0 MOD
+
Old Style Explosions V1.1
=
"Baza_FX.dat" has already been altered by the "Environment 3.0 MOD" mod.

:shifty:

HELP!!!:ping: